2. Wrecked Seraglio: Ruined bedding; erotic frescoes; smashed water pipe. Empty.
1. Ancient Gallery: Remains of old furniture & smashed sculptures. Gnolls (6) bundling harvested plants to bring back to their lair. Each has 1d10+1ep & 1d8gp.You can't get much more concise than that. There are a list of details the GM can rift off. Ten different GMs are going to come up with ten different ways to influence and accentuate the room. Everything is right there at a glance.
I've been playing with doing the opposite. Lots of detail. With details about the details. Each room would have its own accompanying map. Depending on the details provided there would be the text on the left hand side and the map on the right.
My reasoning? Hmm, I guess there are times when I am playing that I like each room to be its own puzzle, own contained adventure within. Especially when running short sessions or competitive sessions (tournament style) it makes sense in my brain. A lot of adventures are written to the second magnification. Meaning the first would be the obvious. Using the examples provided, old furniture and smashed sculptures. And of course the gnolls. Second magnification would be the money they carried. Something that needed to be investigated. If there was a chest or sack in the room, second would be what is inside. Hidden or less obvious.
What I am writing is something that takes it to the third magnification. These are details that knowledge or skill is needed to discover. Let's continue using the examples above. The old furniture might be the last remaining pieces that belonged to the baron before his castle was sacked and burned. The baron valued craftsmanship and hired Misrol of Glendale. While a normal table and chairs would sell for 50sp, but if sold to a knowledgeable buyer they might fetch ten times that amount. The gnolls gold pieces might be from a rival kingdom as are the weapons they wield.
While most gold pieces are generic hunks of metal, sometimes adding a small detail to them can enhance the depth of an adventure. Like anything it can be over done. Minimalist style can be overdone. And what I'm messing with is probably overboard, but I'm curious to see how it works out.
The layout I am working with a room description. Some details will be bolded to indicate there are further details. It makes for easy reference. And another reason I don't want to make any descriptions longer than a page. Although stats might prove a space problem. Again, I'm playing with idea and seeing how it works. I like the idea of it and of course it all comes down to execution on whether it will be playable to me and possibly others.